Friday, 9 December 2011

Thursday, 8 December 2011

Custom HUD

I want the HUD to be very simplistic, one, maybe two items on screen max. The reason for this is I'm a huge fan of the Uncharted 3 HUD. It is in no way distracting, but does the job very well.

I took a screen shot in-game and photoshopped a HUD concept over the top for the three different weapons I plan on having in the game.



M16A1 HUD
SPAS-12 HUD
Sig Sauer P230 HUD
Health:

I don't want a health bar to be shown on screen, but a desaturation of the screen when the player is in trouble, much like what is seen in a number of games these days...

Example below...

Health depletion

Bots

My FaceGen mechanic will be applied to the enemy AI, so I decided to get some bots into the game using Kismet. I had some success....


The bots spawn correctly, but are more interested in killing eachother instead of me, so I need to find a way to work around this.

Wednesday, 7 December 2011

'Genesis'


Character cusomisation menu in UDK.

The video shows the player changing the outfit for a whole group of characters, which is exactly what I need. My customisation will be focused on the villains.

....now I need to find the guy and get some answers!!

Started building suburb houses


Quickly laid out the ground floor of one of the suburban houses, though I think it's a little to big, I'll be fixing that shortly.

'The Retrieval' promo guy in UDK....



I made a simple character body, and placed it with a FaceGen model of my friend. I'll create more FaceGens to simulate the changing of heads in-game.

Logo


I've created a logo for the game. The title 'The Retrieval' has a mask layer over it, and so does the black background. Then underneath I've layed out images of California, as this is where the game is set.

Tuesday, 6 December 2011

Basement Concept

Basement concept is finished.


This is where the player will find where the character's family had been held, but they've been moved.

Bar Room Concept

Concept for the bar is done...




Basement concept to follow.

Entrance Hall Concept

The concept art for the villa's entrance hall...



Two more to follow shortly.

Monday, 5 December 2011

Rough Level Concepts

I've very roughly drawn out 3 concepts for the Villa interior. The entrance hall, bar and basement.


Entrance Hall

Bar


Basement

I will be developing these much further in Photoshop.

Thursday, 1 December 2011

Simple Character

I've constructed a simple character in Maya with the help of FaceGen to put into UDK. I hope to be able to swap the heads in the game menu.


I also added a skeleton to the mesh.

I was having a lot of trouble dealing with the other requirements for UDK, like the weapon sockets. After a lot of frustration I went to bed. I'll pick up on it later in the week.

Tuesday, 22 November 2011

Character Customisation in Unreal


It seems do-able....

As I can't find any tutorials on a customisation menu in UDK, I'm finding videos on YouTube that show the function, and messaging the guys who uploaded them. Hopefully I can be steered in the right direction.....

If I can get hold of this guy - http://www.sanzpont.com/chosker/elium/?p=133, I think that would be a lot of help.

Sunday, 20 November 2011

M16A1 Progress 2

Hit a brick wall with coding, waiting for a friend's help tomorrow...... in the meantime!...



Using a single image plane and a video as a reference.

Saturday, 19 November 2011

M16A1 Progress

After hours of frustration trying to get my map to load in my custom game, I decided to get modelling. Here's the progress so far on my M16A1.



Much more detail on the body is needed.

Thursday, 17 November 2011

Suburban Houses

As I previously mentioned, the villa is going to be situated in an American suburb, so the houses need to be designed. I've gone looking for house plans for suburban houses and found a number of different ones. I'm going to go for two different layouts -


Layout number 1:



Layout number 2:
The style of the houses will be much like these:


Sunday, 13 November 2011

Weapon Research

 The main character, Shaun Carter, is an ex US cop. The game is a 3rd person shooter, so obviously it will involve guns. I want these guns to relate to the police force of the 80's, as if Carter still had access to the weapons though retired.

I plan on implementing 3 different guns into the gameplay. A pistol, automatic rifle, and a shotgun. Three very different guns.



This forum was extremely helpful in finding guns used in the 80's, maybe not by the police force, but I'm sure Carter could get his hands on (some of) them - http://www.zombiehunters.org/forum/viewtopic.php?f=16&t=65256&start=0

Unfortunately, I can't model them all, so I need to choose just three, and here are my decisions up to this point.

Pistol:


The SIG Sauer P230: A small, semi-automatic handgun produced 1977-1996, used by various Police forces in the United States.

Shotgun:



The Franchi SPAS-12: A combat shotgun that was manufactured by the Italian firearms company Franchi S.p.A from 1979 to 2000. Used by various Police SWAT teams.

Automatic Rifle:


The M16A1: Essentially the same weapon as the M16 with the addition of a forward assist and corresponding notches in the bolt carrier, produced in 1967. Used by the U.S Army (of that era).

Thursday, 10 November 2011

Scripting

I did a little bit of scripting and alterations to my game at the beginning of the year, but not the right way I don't think, where I need to be using Visual Studio.

I have already altered it so that it is a 3rd person view as soon as the player begins the level using Kismet. I've decreased the speed of the character, and I also swapped the character with another, so that I have little bit of knowledge when it comes to implementing my own main character.

Other things I need to look into include creating a modular pawn, as my game will include customisation. Will was extremely helpful, providing me with a tutorial - http://udn.epicgames.com/Three/DevelopmentKitGemsCreatingAModularPawn.html

Villain Concept

I decided it was time to draw out a concept for Aldo Batelli, the main villain. Although I don't plan to model him, I want to show his image in the trailer or something. Also, I want his gang members that you'll be seeing throughout the level to look very similar, appearance and attire.

Here's some sketchbook work:


Obviously, with a name like Batelli, I wanted him to appear Italian, so I thought of/looked up some Italian looking actors that I'd like him to resemble. Actors that came to mind included Andrew Rothenburg (The Walking Dead) and Steve Buscemi (Boardwalk Empire).

I felt there were two different types of villain I wanted to choose from, which were the younger, more charismatic and cocky villain, or the older, more intimidating and authoritative villain .I decided to go with the older villain, but not too old. I found an actor named Robert Davi, who appeared in movies such as 'Die Hard' and '007: License to Kill'.

Much like the process for my main character concept, I created a FaceGen of Robert Davi, and altered it accordingly until I had a good reference for my character.



I've produced two concepts, one without hair, and one with hair. I'm leaning towards the one with hair at the moment. As well as the final images, I also recorded the process, and have made a 12 minute speed painting video.

Video: http://youtu.be/wxKyeiLoecw?hd=1

Wednesday, 9 November 2011

Android App Development Tutorials

I came across a very helpful series of tutorials by a YouTube channel called thenewboston. I thought the series was 20 parts long, but I must have read it wrong because it's actually 200 parts, though not all of theses videos contain information that I need.

For example, in tutorial number 41, there is a finished application using the function of the phone's camera. I feel I need to get to this point before I go any further -

Video: http://youtu.be/I9ldAcnx_jc?t=4m25s

Also there are some handy tutorials on the Andriod Developer website itself - http://developer.android.com/reference/android/hardware/Camera.html

Thursday, 3 November 2011

Mobile App description in more detail....

A brand new, unique software, directed to all game developers out there.
'Get Your Head In The Game' (working title) would be a free smartphone app accessible to the public, that would implement FaceGen technology, in order to get your, or your friends and family's face directly, and promptly into a console or PC game.

On start-up, the user will need to enter a unique serial code that came with their game in order for the app to know where to send the data.




The app will require the user to take two photographs, both front and profile, much like the EA GameFace process.




Once this is done, they will be instructed to place specific markers on the key features of the face, including the eyes, nose, mouth, jaw and chin.



A simple press of a button will render a complete 3D model of their head, ready to be uploaded to the game database.



From here the character can be accessed through the menus for further customisation with different hair, facial hair, height, weight and skin colour, ready to be used in-game.

Thursday, 20 October 2011

Main Character Concept


Above is the concept art for my main character, Shaun Carter.

Process:


I began by choosing an actor that I'd like my character to look similar to. I chose the actor Chris Hemsworth from the movie 'Thor'.

I used a picture of Hemsworth to create a FaceGen model, which I could then alter further until he looked like I wanted.

I then altered the face in FaceGen Modeller so it looked like the guy was angry.

I then placed an image of the model in Photoshop, along with a suitable pose that I found on the internet.

On a separate layer I marked out where the eyes, nose, ears and mouth were, and began drawing and shading, using the image of the FaceGen model as a reference.



Everything in the picture was drawn in Photoshop using a Wacom pen tablet.

Further concepts to follow.

Monday, 17 October 2011

Plot and Level Objective

I know that the plot isn't as important as the mechanic or gameplay, but I feel like I should note it down anyway. It is inspired by the film Taken, as it is one of my favourite movies...

Plot:

Set in 1987, you take the role of Shaun Carter, an American, 42 year-old retired policeman. Carter's early, recent retirement was forced due to an injury.

Going back 3 years to 1985, Carter was responsible for the arrest and detention of a wanted drug dealer, Aldo Batelli, during a drug raid at his gang hideout. Batelli was sentenced 5 years for possession of cocaine, a Schedule I drug (Class A), with intent to distribute.

Back to present day, Batelli is released early due to bribes and crooked upholders of the law. He now seeks revenge. Carter comes home to an empty house with a ransom note on the dining table. It is then his task to retrieve his family, by any means possible.


Level Objective/Talkthrough:

The level takes place towards the end of the game, set in Batelli's villa, which with the notification of Carter's presence is full of Batelli's gang members.

The player will spawn near the entry gate to the villa, with two of Batelli's men patrolling the gate. Once past the gate, the player will be met by a number of gang members on the front lawn leading to the front door of the villa. Gang members will be located throughout the building, and the player will need to kill them in order to proceed safely.

Carter has a hunch that his family are in the basement, so the player needs to aquire the basement key from Batelli's office on the top floor, and get back down to the basement door. When Carter gets to the basement, he soon discovers that his family have been moved, with only two chairs, a rope, and bloodstains in sight.

The player will then be hinted to proceed out the back of the villa, where a secret passage at the back of the gardens can be found. Following the underground passage, the player will emerge in another suburban area, where he is met by more gang members, and the back of Batelli's car as he is driven into the distance, with Carter's family on board....

Villa location

The villa can't just be placed in the middle of nowhere, it has to have suitable surroundings.

I want my villa to be located in the middle of a nice suburban area, much like the one seen in the 'Back To The Future' film series and the 'Malcom in the Middle' TV series -

Marty McFly's house in 'Back To the Future'

Though I'd like for the houses to be larger and posher, because it is unlikey that you'll find such a large villa in an area like the one above. The following pictures show the kind of location I'd like to create to surround my the villa, which I think will suit perfectly:




















The pictures above are pictures of suburban areas in California. Much like in these pictures, in my level the houses will be well spaced apart, have big driveways, and the roads will be widely spread.

Friday, 14 October 2011

UDK Update

Wooden and tiled floors have been set, as well as weird dents and discolouring in the building fixed.


Thursday, 13 October 2011

The Mechanic

I've had an idea for a good few months, about implementing FaceGen into games using external means, such as uploading from a smartphone, or accessing pictures on Facebook directly from the game/console.

A couple of weeks back I tested an idea of using tagged/uploaded pictures of friends and family on Facebook in order to create a 3D model of their head, for potential use in a video game. I used software called FaceGen, though just the demo version, which is why all the following models are bald and have text on the forehead. Here were some of the results:









The results were fantastic, capturing an exact 3D representation of their faces. These 3 photos were gathered off Facebook, showing that it is not always necessary to upload a blank expression of your face and profile to generate an accurate model. In the 3rd picture, my friend Sean is at least 5 feet away from the camera, much unlike what they advise in the FaceGen software.

With the right technology, I believe that, using Fifa for example, you'd be able to create a whole virtual football team of your friends within an hour, just by logging into Facebook and browsing pictures directly from your console.


Though, this technique did have it's flaws. At times I found myself browsing through a vast number of pictures just to find a decent one (mouth closed and facing somewhat towards the camera) which was time consuming. My other idea (which I believe has more potential) to use smartphones to upload pictures directly to the game database needs to be researched more. I have contacted a friend of a friend who has a hobby in app creation, I hope to hear back from him soon.